Setting the tables…
Setting the tables…
The card room is open
No download, and no account needed to play. Every game here is checked end-to-end so it actually plays to a finish.
Whist with a trump suit. Four players, a standard 52-card deck dealt 13 each; follow the led suit when you can. A trick with a spade in it goes to the highest spade — whatever was led; otherwise to the highest card of the led suit. Most tricks after 13 wins. DeckLex-Verified: faithful to classic trump Whist trick play, with a fixed trump suit, no partnerships, and scoring by trick count for a single hand.
Four players, a standard 52-card deck dealt 13 each. Each trick you must follow the led suit; the highest card of the led suit wins. Every heart is one penalty point and the queen of spades is thirteen. Hands are dealt and played until someone reaches 100 points — then whoever has the FEWEST points wins. DeckLex-Verified: faithful to classic Hearts scoring, with no passing, no shooting the moon, and no hearts-broken lead restriction.
Match the top of the discard pile by suit or rank. Eights are wild — play one to declare the next suit. If you can't play, draw a card and pass; when the stock runs out, the discard pile (except its top card) is reshuffled into a new stock. First to empty their hand wins. DeckLex-Verified: faithful to the classic two-player 8s-wild ruleset, with scoring across hands simplified to a single hand (see the disclosed simplifications).
Ask your opponent for cards of a rank. If they have any, they give them all to you and you ask again. If they don't, you draw from the deck (or just pass once the stock runs out) and the turn passes. Claim a book once you hold all four cards of a rank — the engine enforces the full set. When every card has been booked, the player with the most books wins (a tie is a draw). DeckLex-Verified: faithful to classic two-player Go Fish, dealing 5 cards each.
Two players, a standard 52-card deck dealt 10 each. On your turn draw the top of the stock or the discard, then discard one card. Form melds — sets of a rank and runs of a suit. When your leftover (deadwood) points are 10 or fewer you may knock and go out, winning the hand. DeckLex-Verified faithful to a STATED ruleset, with simplifications disclosed: a single hand, the knocker wins outright (no layoff, undercut, or bonuses), and you knock at the START of your turn over a 10-card hand rather than after drawing and discarding — see the full disclosed simplifications.
Two seats, 52 cards split 26/26. Each trick, both seats flip their top card; the higher rank takes both cards into their hand. Tied cards are discarded. Run your opponent out of cards to win — playing your last card ends the game.
Treasure Hunt against the clock: a shuffled chest holds one gold card among the duds. Ten seconds a turn to draw — hesitate and the draw is made for you. Whoever pulls the gold card wins.